BillboardData | castor3d::shader::CameraData | friend |
calcTexCoord(Utils &utils, sdw::Vec2 const &fragCoord) const | castor3d::shader::CameraData | |
CameraData(sdw::ShaderWriter &writer, ast::expr::ExprPtr expr, bool enabled) | castor3d::shader::CameraData | inline |
curProjToWorld(sdw::Vec4 const &position) const | castor3d::shader::CameraData | |
curProjToWorld(Utils &utils, sdw::Vec2 const &texCoord, sdw::Float const &depth) const | castor3d::shader::CameraData | |
curViewToWorld(sdw::Vec4 const &vsPosition) const | castor3d::shader::CameraData | |
curViewToWorld(DerivVec4 const &vsPosition) const | castor3d::shader::CameraData | |
curViewToWorld(Utils &utils, sdw::Vec2 const &texCoord, sdw::Float const &depth) const | castor3d::shader::CameraData | |
debugIndex() const | castor3d::shader::CameraData | inline |
depthPlanes() const | castor3d::shader::CameraData | |
farPlane() const | castor3d::shader::CameraData | inline |
gamma() const | castor3d::shader::CameraData | inline |
getCameraToPos(sdw::Vec3 const &position) const | castor3d::shader::CameraData | |
getCurViewCenter() const | castor3d::shader::CameraData | |
getCurViewRight() const | castor3d::shader::CameraData | |
getCurViewUp() const | castor3d::shader::CameraData | |
getFrustumPlane(sdw::UInt index) const | castor3d::shader::CameraData | inline |
getInvProjMtx() const | castor3d::shader::CameraData | inline |
getInvViewProjMtx() const | castor3d::shader::CameraData | |
getPosToCamera(sdw::Vec3 const &position) const | castor3d::shader::CameraData | |
getProjMtx() const | castor3d::shader::CameraData | inline |
getPrvViewCenter() const | castor3d::shader::CameraData | |
getPrvViewRight() const | castor3d::shader::CameraData | |
getPrvViewUp() const | castor3d::shader::CameraData | |
jitter(sdw::Vec4 &csPosition) const | castor3d::shader::CameraData | |
jitter(DerivVec4 &csPosition) const | castor3d::shader::CameraData | |
nearPlane() const | castor3d::shader::CameraData | inline |
position() const | castor3d::shader::CameraData | inline |
projToView(sdw::Vec4 const &psPosition) const | castor3d::shader::CameraData | |
projToView(DerivVec4 const &psPosition) const | castor3d::shader::CameraData | |
projToView(Utils &utils, sdw::Vec2 const &texCoord, sdw::Float const &depth) const | castor3d::shader::CameraData | |
prvProjToWorld(Utils &utils, sdw::Vec2 const &texCoord, sdw::Float const &depth) const | castor3d::shader::CameraData | |
prvViewToWorld(sdw::Vec4 const &vsPosition) const | castor3d::shader::CameraData | |
readNormal(sdw::Vec3 const &input) const | castor3d::shader::CameraData | |
renderSize() const | castor3d::shader::CameraData | inline |
transformCamera(sdw::Mat3 const &transform) const | castor3d::shader::CameraData | |
viewToProj(sdw::Vec4 const &vsPosition) const | castor3d::shader::CameraData | |
viewToScreenUV(Utils &utils, sdw::Vec4 vsPosition) const | castor3d::shader::CameraData | |
worldToCurProj(sdw::Vec4 const &wsPosition) const | castor3d::shader::CameraData | |
worldToCurScreenUV(Utils &utils, sdw::Vec4 wsPosition) const | castor3d::shader::CameraData | |
worldToCurView(sdw::Vec3 const &wsPosition) const | castor3d::shader::CameraData | |
worldToCurView(sdw::Vec4 const &wsPosition) const | castor3d::shader::CameraData | |
worldToPrvProj(sdw::Vec4 const &wsPosition) const | castor3d::shader::CameraData | |
worldToPrvProj(DerivVec4 const &wsPosition) const | castor3d::shader::CameraData | |
worldToPrvScreenUV(Utils &utils, sdw::Vec4 wsPosition) const | castor3d::shader::CameraData | |
worldToPrvView(sdw::Vec4 const &wsPosition) const | castor3d::shader::CameraData | |
writeNormal(sdw::Vec3 const &input) const | castor3d::shader::CameraData | |